Welcome to the Dark City: London WalkthroughWhen the clock strikes, London shall burn!Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we're pretty sure you'll find what you're looking for here.This document contains a complete Dark City: London game walkthrough featuring annotated screenshots from actual gameplay!We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!This walkthrough was created by Chrissi and Kristofer Ducotey, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.
Walkthrough Menu
- General Tips
- Chapter 1: Main Street
- Chapter 2: Square
- Chapter 3: Bridge
- Chapter 4: Central Street
- Chapter 5: Old City
General Tips
- This is the official guide for Dark City: London.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Main Street
- Read (A).
- Take NOTE (B); Speak (C); give NOTE.
- Take ENGINEER'S BRIEFCASE (D); inspect.
- Take Map; pick up MIRROR; read note.
- Solution (E).
- Talk (F); view (G).
- Solution (H); receive DEDUCTION.
- Give DEDUCTION (F).
- Remove (I); receive GLOVE.
- Take CROWBAR (J).
- Take COIN 1/3 (K); use CROWBAR.
- Open (L); move forward.
- Use GLOVE (M); receive SHARD.
- Turn (N); receive VALVE 1/3.
- Inspect (O); take LIGHTER (P).
- Use SHARD (Q); open.
- Take SHILLINGS 2/3 and HOSE (R).
- Use HOSE (N).
- Use (S).
- Use CROWBAR (T).
- Use MIRROR (U); inspect (V).
- Complete HOP; receive BRIEFCASE CODE.
- BRIEFCASE CODE on ENGINEER'S BRIEFCASE.
- Spin (W); inspect (X).
- Solution (Y): 5x2-4-6-4-11-8-4-5-4-5-4x2.
- Open (X); read and take SHILLINGS 3/3 (Z).
- Use (A); complete HOP.
- Talk (B); give SHILLINGS; speak.
- Take BRUSH (C); use SHARD (D).
- Enter (E).
- Talk (F); pick up BAG (G).
- Open (H); move right.
- Solution (I): Ax4-Bx3-Ax2-Bx3.
- Talk (J).
- Solution (K): Solution is random.
- Walk forward.
- Inspect BAG; take FLINT WHEEL (L).
- Open LIGHTER; remove broken wheel; place FLINT WHEEL (M).
- Use LIGHTER (N).
- Take VALVES 2/3 (O); turn; use LIGHTER.
- Use BRUSH (P); take CODE.
- Inspect (Q).
- Solution (R); open.
- Take VALVES 3/3 (S).
- Place VALVES (T).
- Solution (U).
- Place CODE (V); Solution: 6-1-3; take ATOMIZER.
- Inspect (W); take WRENCH; move poster.
- Inspect BAG; use WRENCH (X).
- View potions; add ATOMIZER (Y); take SPIDER REPELLENT.
- Use SPIDER REPELLENT (Z); take OVEN MITT.
- Use OVEN MITT (A); take SAUSAGES.
- Look (B).
- Use (C); complete HOP.
- Take KNOTTED WIRE (D).
- SAUSAGES on KNOTTED WIRE; receive BAIT.
- Walk down.
- Use BAIT (E); receive CAT IN NET.
- Untangle CAT IN NET.
- NET on BAG; take NET GUN.
- Inspect (G).
- Equip NET GUN (H); look (I).
- Solution (J): Ax2-D-F-B-H-Bx2-G-B-E-C.
- Open; receive ENGINEER'S BRIEFCASE.
- Solution (K): A-F-J-A-G-A-D-A-I-A-C-A-E-H-Ax2-K.
- Open; talk.
- Take KNIFE (L).
- Pull (M); take HOOK.
- Place HOOK (N); latch.
- Take PLIERS (O).
- Inspect BAG; turn (P); use PLIERS.
- Open; take HANDCUFFS and MAGNIFYING GLASS.
- Use HANDCUFFS (Q); complete HOP; receive BUNDLE.
- Unwrap BUNDLE; take BROKEN BOMB.
- MAGNIFYING GLASS on BUNDLE.
- Use (R); solution (S).
- Take PARK MAP (T).
Chapter 2: Square
- Give PARK MAP (U).
- Inspect (V); receive PLAYING CARD.
- Take GEM 1/4 (W).
- Pick up KNOCKER (X); move.
- Open paper (Y); take GEMS 2/4.
- Remove (Z); add KNOCKER; knock.
- Speak; take SIEVE.
- Look (A).
- Take BOX (B); inspect BOX and take CLOCK HANDS.
- Use CLOCK HANDS (C); take GEMS 3/4; open.
- View (D); use SIEVE; receive GEMS 4/4.
- Place CAT; Solution (E); receive COINS.
- Give COINS (F); speak.
- Complete HOP (G); receive SAMPLE TICKET.
- GEMS on BOX; add SAMPLE TICKET (H).
- Solution (I); receive PUNCHED TICKET.
- Use PUNCHED TICKET (J).
- Walk forward.
- Take HAMMER (K).
- Take FILE (L).
- Place HAMMER (M); use, receive WICK.
- Take (N); use KNIFE (O); uncover.
- Take LEVER (P).
- Replace LEVER (Q).
- Solution: A-B-C; receive BELL 1/2.
- Walk down.
- Use FILE (R); bend.
- Use LIGHTER; take BELLS 2/2.
- Walk forward.
- Place BELLS (S); ring; give PLAYING CARD.
- Speak (T).
- Read (U).
- Take BANANA.
- Give BANANA (V).
- Play (W); solution is random; take TOKEN.
- View (X); use TOKEN.
- Play (Y); solution is random; take HORN.
- Solution (Z); receive BULLETS.
- Walk down.
- WICK and BULLETS on BROKEN BOMB; assemble.
- Use BOMB and LIGHTER (A); walk forward.
- Read (B).
- Take TRAP (C).
- Inspect (D); use LIGHTER; pick up GARDEN SHEARS.
- Use GARDEN SHEARS and LIGHTER (E).
- Solution (F); receive ACORNS.
- Give ACORNS (G); read letter.
- Look (H).
- Use (I); complete HOP.
- Take PENDANT (J).
- Move down.
- Place PENDANT (K); take MAGNESIUM.
- Look forward.
- Place ENGINEER'S BRIEFCASE, TRAP, and MAGNESIUM (L); use LIGHTER.
- Move (M).
- Pick up CANE (N).
- Take VILLAIN'S MEDALLION (O).
- Open (P); read note and take TWEEZERS.
- TWEEZERS on BAG; open (Q); inspect.
- Solution (R): A-B-C-D.
- Take DEVELOPING SOLUTION.
- Place DEVELOPING SOLUTION (S); use; receive NEWSPAPER PHOTO.
- Use CANE (T); take OIL.
- Walk down.
- Use OIL (U); turn; take GEARS.
- Place NEWSPAPER PHOTO (V); complete HOP; receive CLOCK SYMBOL.
- Disassemble VILLAIN'S MEDALLION; place GEARS; open and take CODE PIECE 1/2.
- Use (W); solution (X); receive CLOCK WORKSHOP ADDRESS.
- Enter (Y).
- Give CLOCK WORKSHOP ADDRESS (Z).
Chapter 3: Bridge
- Move (A).
- View (B); take TOOLKIT.
- Take UMBRELLA HANDLE (C).
- Use HORN (D); add UMBRELLA HANDLE; take UMBRELLA.
- Use UMBRELLA (E).
- Inspect (F).
- Use (G).
- Solution (H).
- Solution (I); take SCOOP FIGURINE 1/2.
- Take TOOL FIGURINES 2/2 (J).
- TOOL FIGURINES on TOOLKIT; take HOOK (K).
- Place HOOK (J); turn.
- Complete HOP (L); receive HATCH HANDLE.
- Place HATCH HANDLE (M).
- Solution (N).
- Go up.
- Speak (O).
- Take BAG MEDALLION (P).
- Take HAMMER HANDLE (Q).
- HAMMER HANDLE on TOOLKIT (R); take HAMMER and CARBINER.
- Pick up BOARD (S).
- Move (T).
- Solution (U); receive NAILS.
- Assemble (V); add NAILS and HAMMER; receive WHEEL.
- Remove (W); place WHEEL and BOARD; push.
- Take CARBINERS 2/3.
- Walk down.
- Place BAG MEDALLION (X); take CODE PIECES 2/2 and HAIRPIN.
- HAIRPIN on BAG; take CRANE LEVER 1/2.
- Place CODE PIECES (Y).
- Solution (Z); take UNKNOWN POWDER and OVEN TOKEN.
- Place OVEN TOKEN (A); open; take BASKET.
- Place BASKET (B); complete HOP; receive APPLES.
- UNKNOWN POWDER on BAG.
- Solution (C): Bx3-Ax3.
- Take ACID.
- Walk up.
- Use ACID (D); receive CRANE LEVERS 2/2.
- Give APPLES (E); take CARBINERS 3/3.
- Place CRANE LEVERS (F); pull.
- Inspect (G).
- Solution (H).
- Place CARBINERS (I); pull (J).
- Enter (K).
- Take HAND MIRROR (L).
- Move right.
- Take GLASS CROW (M).
- Place CLOCK SYMBOL (N); read note; take RAZOR.
- Take TOP HAT (O); inspect; take SQUIRREL.
- RAZOR on TOP HAT; take MAGNET.
- Pick up CLOCK BUTTON 1/3 (P); place SQUIRREL.
- Open and take AMMONIA; move; take DOOR HANDLE 1/2.
- Investigate (Q); move plant.
- Use MAGNET; take DOOR HANDLE 2/2.
- Place DOOR HANDLES (R); open.
- Use HAND MIRROR (S).
- Place MAGNET (T).
- Solution (U): Fx2-C-F-C-F-Cx2-A-C-H-B-H-B-E-H.
- Walk right.
- Use AMMONIA (V); take KEY CLUE.
- Complete HOP (W); receive BUNCH OF KEYS.
- KEY CLUE on BUNCH OF KEYS; find BACK DOOR KEY.
- Solution (X); receive DUSTER.
- Use DUSTER (Y); take GLASS BAT.
- Look (Z); use BACKDOOR KEY; turn.
- Solution (A); move forward.
- Place GLASS CROW and GLASS BAT (B); open; take LENS and use LIGHTER.
- Use (C); complete HOP.
- Move (D); speak; take BROOM.
- Speak; take PILLBOX.
- Pick up SAW RAZOR (E).
- Move (F); use BROOM; take COIN.
- Walk down twice.
- SAW RAZOR on TOOLKIT; take SAW.
- Use SAW (G); take BROKEN TELESCOPE.
- Use COIN (H); turn; receive SCREW.
- SCREW on TOOLKIT; take SHEARS.
- Use SHEARS (I); take SUN FIGURINE.
- Walk right, then forward.
- LENS on BROKEN TELESCOPE; assemble.
- Place SUN FIGURINE (J); take HANDLE.
- Place TELESCOPE (K); view (L).
- Take CLOCK BUTTONS 2/3 (M).
- Place HANDLE (N); open; take KNIGHT.
- Walk down.
- Place KNIGHT (O); open; take CORKSCREW and CLOCK BUTTONS 3/3.
- Walk forward.
- Place CLOCK BUTTONS (P).
- Solution (Q).
- Solution (R): A-B-C-D-E-F-G-H-I.
- Solution (S); take CRESCENT MOON and PICTURE.
- Walk down.
- Place CRESCENT MOON (T); take MEDICAL SYMBOL.
- MEDICAL SYMBOL on PILLBOX; find HEART PILLS.
- Give HEART PILLS (U).
- Speak; give PICTURE; take SHOWCASE KEY.
- Use SHOWCASE KEY (V); complete HOP; receive MAYOR'S WATCH.
- Use (W); solution (X); receive MAYOR'S OFFICE ADDRESS.
- Walk down.
- Enter (Y).
- Use CORKSCREW (Z); take WRENCH.
- Give MAYOR'S OFFICE ADDRESS (A).
Chapter 4: Central Street
- Use WRENCH (B-D); take LOCK PICK.
- Remove BELL (E); move signs; take COOK STATUETTE 1/3.
- LIGHTER on BELL; receive BUTTERFLY BUTTON.
- Read (F); take BONE (G).
- Read (H); find STATUETTES 2/3.
- Take METAL HANDLE (I); give BONE (J).
- Place BUTTERFLY BUTTON (K); open.
- Solution (L); receive BRUSH.
- Close; walk forward.
- Use METAL HANDLE (M); turn; receive STATUETTES 3/3.
- Turn (M); view.
- Pick up SHARPENER (N).
- Take TONGS (O); place STATUETTES (P).
- Solution (Q): Solution start place is random.
- Start (@): I-A-G-B-D-J-A-E-B-D-L-A-H-B-D-K-A-F-B.
- Take BELL CLAPPER.
- Walk down.
- BELL CLAPPER on BELL.
- Place BELL (R); speak; give MAYOR'S WATCH.
- Walk forward.
- Speak (S); use (T); complete HOP.
- Speak; get CEMETERY LOCK EMBLEM.
- Walk back twice.
- View (U).
- Place CEMETERY LOCK EMBLEM (V); use LOCKPICK (W).
- Solution (X).
- Open; move forward.
- Pick up WHISTLE HANDLE (Y).
- Solution (Z); take TROWEL (A).
- Use BRUSH (B); take STONE PLATE.
- Use TROWEL (C); find TORN TICKET.
- Go to Railway Station.
- Place TORN TICKET (D); find (E).
- Take LOCK PART (F).
- Place WHISTLE HANDLE (G); pull.
- Read (H); pick up WEIGHT.
- Place LOCK PART; find TRAIN TICKET.
- Use TRAIN TICKET (F).
- Move forward.
- Pick up CANE HANDLE (I).
- Pick up CANE PIECE (J).
- Pick up CANE PIECE (K).
- CANE PIECES on CANE HANDLE.
- Use CANE (L); open; take WINDOW HANDLE and CEMETARY MAP.
- Use WINDOW HANDLE (M); open; move left.
- Go to Old Cemetery.
- Use WEIGHT (N); take BLUNT SICKLE.
- SHARPENER on BLUNT SICKLE.
- Use SICKLE (O); receive SCALES FIGURINE.
- Place STONE PLATE (P); solution (Q); take BOAR PAW FIGURINE and BAS-RELIEF PART 1/3.
- Use TONGS (R); solution (S); take BAS-RELIEF PART 2/3.
- Use BRUSH (T); solution (U); take BAS-RELIEF PART 3/3.
- Place BAS-RELIEF PARTS (V).
- Solution (W): B-C-D-E-A.
- Look forward.
- Use SICKLE (X); find WATCH HANDS.
- Walk back twice.
- Place SCALES FIGURINE (Y); open; take CROWBAR.
- Walk forward; look forward.
- Use CROWBAR (Z).
- Solution (A); receive POCKET WATCH.
- Inspect POCKET WATCH; complete HOP.
- Place WATCH HANDS (B); solution (C); open and take CLOCKMAKER'S NOTE.
- Go to Mayor's Office.
- Give CLOCKMAKER'S NOTE (D); speak.
- View (E); search (F); receive UNKNOWN POWDER.
- Take WOLF PAW FIGURINE (G).
- UNKNOWN POWDER on BAG.
- Solution (H): Ax5, Bx5.
- Find GRAPHITE LUMP.
- Pick up BEETLE FIGURINE (I); use WOLF PAW FIGURINE; take DRAWER HANDLE 1/3.
- Place BOAR PAW FIGURINE (J); take DRAWER HANDLE 2/3.
- Pick up STARFISH FIGURINE (K).
- Take DRAWER HANDLES 3/3 (L).
- Place DRAWER HANDLES (M).
- Solution (N).
- Solution (O); receive PETALS.
- Investigate (P).
- Place PETALS (Q); use GRAPHITE LUMP; receive MAP COORDINATES.
- Place MAP COORDINATES (R).
- Solution (S).
- Select (T); pick up FEATHER SYMBOL.
- Place FEATHER SYMBOL (U); open.
- Solution (V): E-C-A-C-B-E-R; take INK REMOVER.
- INK REMOVER on POCKET WATCH.
- Use (W); solution (X); receive REBECCA'S ADDRESS.
- Walk down.
- Enter (Z).
- Read (A); take AX.
- Give REBECCA'S ADDRESS (B).
Chapter 5: Old City
- Use AX (C); take MECHANISM HANDLE.
- Take LOCK PIECE 1/3 (D); place MECHANISM HANDLE.
- Solution (E): 1-2-3.
- Complete HOP.
- Pick up BOOT (F).
- Place BEETLE FIGURINE (G); open; take SAUSAGES.
- Disassemble BOOT; receive LACE, OIL and LOCK PIECES 2/3.
- Give SAUSAGES (H); receive LOCK PIECES 3/3.
- Take NEWSPAPER (I); place LOCK PIECES.
- Solution (J).
- Walk forward.
- Open (K); speak; move forward.
- Speak (L); use (M); complete HOP.
- Complete HOP (N); receive STETHOSCOPE.
- Take PICTURE (O).
- Place STETHOSCOPE (P); spin; take DIARY KEY and PICTURE PIECE.
- PICTURE PIECE on PICTURE; open; take AWL.
- Use LIGHTER (Q); take GRYPHON HEAD.
- Take HEART HANDLE (R).
- Place NEWSPAPER and AWL (S); retrieve DOOR KEY.
- Use DOOR KEY (T); open; enter.
- Speak (U); take REBECCA'S DIARY.
- DIARY KEY on REBECCA'S DIARY; open.
- Solution (V).
- Take REBECCA'S ROOM KEY (W).
- Read (X-Z); receive WING VALVE.
- Move (A).
- Place GRYPHON HEAD (B); use REBECCA'S ROOM KEY.
- Walk right.
- Take COMB (C).
- Use COMB (D); take KNITTING NEEDLE.
- Move; use OIL (E); open and take CLOCK KEY.
- Solution (F); receive METAL BUTTONS.
- Remove (G); place HEART HANDLE.
- Open; take HOOK.
- Use CLOCK KEY (H); open.
- Complete HOP; receive NOTE SYMBOL 1/3.
- Place WING VALVE (I); turn.
- Place STARFISH FIGURINE (J); inspect; receive WET SPONGE.
- Use KNITTING NEEDLE (K); find WINDOW HANDLE.
- Go to Vault Laboratory.
- Use WET SPONGE (L); inspect; receive DIARY CODE.
- DIARY CODE on REBECCA'S DIARY.
- Solution (M); turn page.
- Solution (N); take MUSIC SYMBOLS 2/3 (O).
- Walk down.
- Pick up ROD (P).
- LACE and HOOK on ROD; assemble; receive FISHING ROD.
- Walk right.
- Replace WINDOW HANDLE (Q); open.
- Cast FISHING ROD (R); receive HAT FIGURINE.
- Walk down.
- Place HAT FIGURINE (S); receive MUSIC SYMBOLS 3/3.
- Use NOTE SYMBOLS (T).
- Solution (U).
- Solution 1: J-I-H-G-F.
- Solution 2: I-G-H-L.
- Solution 3: L-C-D-A-K-J-D-F.
- Take TUNING FORK.
- Walk right.
- Use TUNING FORK (V); take CLOCK HANDS.
- Place CLOCK HANDS (W); complete HOP; receive SNOWFLAKE SYMBOL.
- Walk down.
- Move (X); use SNOWFLAKE SYMBOL; pick up LETTER W 1/2.
- Walk forward.
- Complete HOP (Y); find GLASS POTION.
- Use TUNING FORK (Z); pick up SYRINGE and LIPSTICK.
- Go to Rebecca's Room.
- Place GLASS POTION and LIPSTICK (A).
- Solution (B); take CASKET CODE.
- Place METAL BUTTONS and CASKET CODE (C).
- Solution (D); take REBECCA'S INITIALS.
- REBECCA'S INITIALS on REBECCA'S DIARY (E); turn page.
- Solution (F); turn page; take NUMBER TOKEN 1/2 and CLOCK TOWER ADDRESS.
- Walk down twice.
- Give CLOCK TOWER ADDRESS (G).
- Speak (H); take BROKEN HARMONICA.
- Inspect BROKEN HARMONICA; find NUMBER TOKENS 2/2.
- SYRINGE on BROKEN HARMONICA.
- Give HARMONICA (I).
- Open (J); move forward.
- Open (K); enter.
- Place NUMBER TOKENS (L).
- Solution (M): B-A; H-B; B-C; C-G; E-D; D-C; C-B; B-H; F-E; E-D; D-C; C-B; G-C; C-D; D-E; B-C; H-B.
- Take SPEAR (N).
- Walk forward.
- Use (O); complete HOP.
- Inspect (P); take SWITCH and WHISTLE.
- Use WHISTLE (Q); take CHAIN.
- Slide (Q1).
- Pick up SAND BAGS (R).
- Take LIFT MECHANISM CODE (S).
- Inspect (T); place LIFT MECHANISM CODE.
- Solution (U); take GEAR 1/3; place SWITCH and pull.
- Inspect (V); place CHAIN and SAND BAGS.
- Complete HOP; receive CLOCKMAKER'S EMBLEM.
- Walk back.
- Speak (W).
- Speak (X); use SPEAR.
- Solution (Y): solution is random.
- Place CLOCKMAKER'S EMBLEM (Z); take BIG CLOCK KEY.
- LIGHTER on PAPER; take BOMB CLUE.
- Use BOMB CLUE (A); complete HOP.
- Investigate (B).
- Solution (C): Ax5-Bx6-C-Dx2-Ex6-Fx4.
- Take GEARS 2/3.
- Use (E); solution (F).
- Select Yes; receive GEARS 3/3.
- GEARS on BIG CLOCK KEY (G).
- Congratulations, you have completed Dark City: London.
Created at: 2017-12-29